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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#991 |
Machinist's Mate
![]() Join Date: Mar 2008
Posts: 125
Downloads: 60
Uploads: 0
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nope...dont think its been released yet?
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#992 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 263
Downloads: 132
Uploads: 0
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Amazing work pal.
![]() Regards, Rich |
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#993 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Recent release‘
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#994 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Well done
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What we do in life echoes in Eternity |
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#995 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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What is the visible distance at heavy fog?
I'm afraid that at screens is too close... On first screen of this topic (ver. 4.0) I saw rain without fog. Did you disconnect rain from fog effect and create them independent? Because with combination fog+rain game can simulate power of rain as in real: light rain - visible 2km medium rain - visible 1km high rain - visible 500m
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#996 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I fainted! |
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#997 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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The stock bug is back, see the sun and moon:
![]() Tbh, I start to have problems in making a difference between ingame shots and real ones, is that how good is this mod ![]() |
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#998 |
Commander
![]() Join Date: Jul 2010
Location: Spain
Posts: 455
Downloads: 87
Uploads: 0
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#999 |
中国水兵
![]() Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
Uploads: 0
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want to mod!
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#1000 |
Swabbie
![]() Join Date: Mar 2010
Location: France,St Etienne
Posts: 14
Downloads: 671
Uploads: 0
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#1001 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Sure I met.
But for me these conditions (heavy fog) are not playable in multiplayer games. This is connected with fog condition of SH3/4/5: fog has only three phases. Of course heavy fog looks good but is unplayable. This is not criticism, but observation only. You don't understand me - we have different fog, but I think about three different rains: little rain, medium and heavy rain = rain + different fogs Little rain: ![]() Heavy rain: ![]()
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#1002 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#1003 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Solution exists, but maybe TDW can help how to implement it:
1) Check the sun location with X, Y, 2) Check the moon location, 3) Rotate moon textures by angle, caluted with sun and moon locations. or 3) Prepare 36 rotated textures of moon (light source changes by each 10°) and choose correct one. Effect: ![]() But unfortunately I have no idea how to implement it into game.
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#1004 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#1005 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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On this screen it does not look as "reversed".
To "correct but reversed" view the sun should be two-three times above over visible horizon. ![]()
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